Brightmaps: Topic Resurrection

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esselfortium
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Re: Brightmaps: SOFTWARE Brightmaps (sort of)

Post by esselfortium »

Very cool. Maybe this could be done with two or three bright things that are spawned at the same time, using additive blending with different opacity levels, for bright areas with varying levels of brightness.
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Project Shadowcat
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Re: Brightmaps: SOFTWARE Brightmaps (sort of)

Post by Project Shadowcat »

esselfortium wrote:Very cool. Maybe this could be done with two or three bright things that are spawned at the same time, using additive blending with different opacity levels, for bright areas with varying levels of brightness.
That would actually begin to hurt the engine a bit. I wouldn't recommend this.
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esselfortium
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Re: Brightmaps: SOFTWARE Brightmaps (sort of)

Post by esselfortium »

Heh. <_<
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phi108
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Re: Brightmaps: SOFTWARE Brightmaps (sort of)

Post by phi108 »

Here's a better one. Still the Shotgunguy.

I first tried 10
"SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)"
each spawning a 1 tic
"SPOF F 2 BRIGHT",
but this didn't display. So I switched to 5
"SPOS F 2 A_CustomMissile("BrightShotgunGuy",0,0,0)"
each spawning a
"SPOF F 2 BRIGHT",
but this was flickery. So I went back to 10
"SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)"
each spawning a 2 TIC
"SPOF F 2 BRIGHT", and this works.

There is some overlap though. When you kill him or he goes into pain state, there is a chance you will see 1 tic of the BrightShotgunguy sprite. And when strafing right infront of him while he fires, either the shotgunguy loses track of you and the Brightshotgunguy keeps facing you, or the other way aroung. Is there a way to keep the missiles and the shotgunguy always facing in the same direction?
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phi108
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Re: Brightmaps: SOFTWARE Brightmaps (sort of)

Post by phi108 »

Here's the Cyberdemon and Shotgunguy. Same method as last post.

Go to map23, ans summon cyberdemon.

You can still see the problem if you strafe close to the cyber while hes firing, I really need a solution.

And if you look at the DECORATE, you can see that the code is REALLY BLOATED.

CALLING ALL DECORATE MASTERS, PLEASE REPORT TO THE BRIGHTMAPS THREAD
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FakedBmaps.zip
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Jimmy
 
 
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Re: Brightmaps: SOFTWARE Brightmaps, Calling Decorate masters

Post by Jimmy »

Well, for starters, you can cut this:

Code: Select all

		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
		SPOS F 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
down to this:

Code: Select all

		SPOS FFFFFFFFFF 1 A_CustomMissile("BrightShotgunGuy",0,0,0)
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Project Shadowcat
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Re: Brightmaps: SOFTWARE Brightmaps, Calling Decorate masters

Post by Project Shadowcat »

jimmy91 wrote:Well, for starters, you can cut this:
...
down to this:
That actually works?
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phi108
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Re: Brightmaps: SOFTWARE Brightmaps, Calling Decorate masters

Post by phi108 »

Yes, that does work! I thought it would only spawn 1 projectile, but it spawns 10.

Now, there is the problem of keeping the projectiles facing the same way as the shotgunguy at all times....
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Re: Brightmaps: SOFTWARE Brightmaps, Calling Decorate masters

Post by Project Shadowcat »

phi108 wrote:Yes, that does work! I thought it would only spawn 1 projectile, but it spawns 10.

Now, there is the problem of keeping the projectiles facing the same way as the shotgunguy at all times....
Does the projectile have rotations?
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Re: Brightmaps: SOFTWARE Brightmaps, Calling Decorate masters

Post by HotWax »

Is no one going to point out that this method will fall apart completely as soon as you throw another player into the equation?


Oh, I guess I just did... :P
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phi108
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Re: Brightmaps: Update, baron and doomguy

Post by phi108 »

Here are Player and Baron brightmaps with the MoreDepth method applied to them.

The only new code for these is:

brightmap sprite PLAYF5
{
map "brightmaps/doom/PLAYF5.png"
iwad
disablefullbright
}

The original Baron brightmaps were missing quite a few pixels of slime. Was this intentional, to make the slime dimmer? I went ahead and brightmapped the missing pixels. But the overall result of my brightmapping method is pretty bright baron slime. I should probably put it through Irfanview to darken it. How much darker should the slime be? -256 to 0 on the darkness scale.

I really like the bright slime effect, though :P


EDIT: And I don't know if this is a problem in the gzdoom svn repository, or sourceforge builds, but GZDoom r53 has the brightmaps for CPOSF4, CPOSF5, SPOSF5, POSSF5, and FATTH5 in the brightmaps folder, but it doesn't have them mapped to anything in the code. There is still just "disablefullbright" for all of these.
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.+:icytux:+.
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Re: Brightmaps: Update, baron and doomguy

Post by .+:icytux:+. »

pics plz ^^
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phi108
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Re: Brightmaps: Update, baron and doomguy

Post by phi108 »

Here's a description of the effect: It looks pretty cool.

They've been added to GZDoom's brightmaps in the SVN version. Go get it at sourceforge.
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.+:icytux:+.
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Re: Brightmaps: Update, baron and doomguy

Post by .+:icytux:+. »

i dont have time to test them out so i just wished u could post something like this. :?

Image
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phi108
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Re: Brightmaps: Update, baron and doomguy

Post by phi108 »

Here you go.

As you can see, it's FanFreakinTastic

EDIT: OK, I just checked r60, and PLAYF5, shown here, isn't in brightmaps/doom/, but it's mapped in the code.
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BaronPlayer.png
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